Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns.
Also removes cross-tier effects of the affected types for free.

Effective talent level: 1.3Use mode: PassiveIs: a nature gift and a mind powerDescription: You gain 15% Nature resistance.
When you deal Acid damage to a creature, you gain a 2.7% bonus to Nature damage for 2 turns.
This damage bonus will improve up to 4 times (no more than once each turn) with later Acid damage you do, up to a maximum of 5.9%.
The resistance and damage increase improve with your Mindpower.

Natural Acid

1/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 12Range: 6Cooldown: 15Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: You use your psiblades to fire a small worm at a foe.
When it hits, it will burrow into the target's brain and stay there for 6 turns, interfering with its ability to use talents.
Each time a talent is used there is 9% chance that 1 talent(s) are placed on a -5 turn(s) cooldown.
The chance will increase with your Mindpower.

Mind Parasite

0/5

Effective talent level: 0.0Use mode: SustainedSustain equilibrium cost: 15Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: Surround yourself with natural forces, ignoring -1% nature resistance of your targets.
In addition, any time you deal damage with a wild gift there is a 0% chance that one of your mucus oozes will spit at the target as a free action.

Effective talent level: 1.3Use mode: PassiveIs: a nature gift and a mind powerDescription: You gain 15% Acid resistance.
When you deal Nature damage to a creature, you gain a 2.7% bonus to Acid damage for 2 turns.
This damage bonus will improve up to 4 times (no more than once each turn) with later Nature damage you do, up to a maximum of 5.9%.
The resistance and damage increase improve with your Mindpower.

Corrosive Nature

1/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 10Range: 8Cooldown: 12Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: You focus on a target zone of radius 2 to make up to 2 corrosive seeds appear.
The first seed will appear at the center of the target zone, while others will appear at random spots.
Each seed lasts 3 turns and will explode when a hostile creature walks over it, knocking the creature back and dealing 11.8 Acid damage within radius 1.
The damage will increase with your Mindpower.

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 5Range: melee/personalCooldown: 16Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature gift and a mind powerDescription: Instantly grow a moss circle of radius 1 at your feet.
Each turn the moss deals 1.32 nature damage to each foe within its radius.
This moss is very thick and sticky causing all foes passing through it have their movement speed reduced by 27% and have a 19% chance to be pinned to the ground for 4 turns.
The moss lasts 2 turns.
Moss talents are instant but place all other moss talents on cooldown for 3 turns.
The damage will increase with your Mindpower.

Grasping Moss

0/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 5Range: melee/personalCooldown: 16Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature gift and a mind powerDescription: Instantly grow a moss circle of radius 1 at your feet.
Each turn the moss deals 1.32 nature damage to each foe within its radius.
This moss has vampiric properties and heals the user for 43% of the damage done.
The moss lasts 2 turns.
Moss talents are instant but place all other moss talents on cooldown for 3 turns.
The damage will increase with your Mindpower.

Nourishing Moss

0/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 5Range: melee/personalCooldown: 16Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature gift and a mind powerDescription: Instantly grow a moss circle of radius 1 at your feet.
Each turn the moss deals 1.32 nature damage to each foe within its radius.
This moss is very slippery and causes affected foes to have a 9% chance of failing to perform complex actions.
The moss lasts 2 turns.
Moss talents are instant but place all other moss talents on cooldown for 3 turns.
The damage and the chance to apply the slippery effect increase with your Mindpower.

Slippery Moss

0/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 5Range: melee/personalCooldown: 16Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature gift and a mind powerDescription: Instantly grow a moss circle of radius 1 at your feet.
Each turn the moss deals 1.32 nature damage to each foe within its radius.
This moss is coated with strange fluids and has a 18% chance to confuse (power 0%) foes passing through it for 2 turns.
The moss lasts 2 turns.
Moss talents are instant but place all other moss talents on cooldown for 3 turns.
The damage will increase with your Mindpower.

Hallucinogenic Moss

0/5

Wild-gift / Slime

1.30

Effective talent level: 6.5Use mode: ActivatedEquilibrium cost: 4Range: 10Cooldown: 5Travel Speed: 600% of baseUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: Spit slime at your target doing 124.7 nature damage and slowing it down by 30% for 3 turns.
The slime can bounce from foe to foe, hitting up to a total of 5 target(s).
Additional targets must be within 6 tiles of each other and the slime loses 37.2% damage per bounce.
The damage will increase with your Mindpower

Effective talent level: 2.6Use mode: SustainedSustain equilibrium cost: 10Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: Your body is more like that of an ooze.
When you take damage, you may split and create a Bloated Ooze nearby within your line of sight.
This ooze has as much health as twice the damage you took (up to a maximum of 219, based on your Mindpower and maximum life).
The chance to split equals the percent of your health lost times 1.27.
You may have up to 2 Bloated Oozes active at any time (limited by talent level and the summoning limit), and all damage you take will be split equally between you and them so long as this talent is active.
Bloated Oozes last for 7 turns, are very resilient (22% all damage resistance to damage not coming through your shared link), and regenerate life quickly.
In addition, you restore 0.6 Equilibrium per turn while this talent is active.
The chance to split increases with your Cunning.

Mitosis

2/5

Effective talent level: 1.3Use mode: ActivatedEquilibrium cost: 10Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: You randomly merge with an adjacent bloated ooze, granting you 40% all damage resistance for 4 turns.
This process releases a burst of antimagic, dealing 40.3 Manaburn damage in radius 3.
This talent allows you to restore 0.6 Equilibrium per turn while Mitosis is active.
The damage, duration and Equilibrium restoration increase with your Mindpower.

Reabsorb

1/5

Effective talent level: 1.3Use mode: ActivatedEquilibrium cost: 5Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: Instantly call all of your bloated oozes to your aid.
If you have less than the maximum number of oozes allowed by the Mitosis talent, up to 1 will be created with 108 life (49% of the maximum life allowed by Mitosis).
Each ooze created will form near a random foe in sight (no more than one ooze per target) and grab its attention.
This will then allow you to channel a melee attack through your ooze to its target, doing 126% weapon damage (as Acid).

Effective talent level: 2.6Use mode: ActivatedRange: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature gift and a mind powerDescription: For 5 turns, you lay down mucus where you walk or stand.
The mucus is placed automatically every turn and lasts 5 turns.
At talent level 4 or greater, the mucus will expand to a radius 1 area from where it is placed.
Your mucus will poison all foes crossing it, dealing 13.8 nature damage every turn for 5 turns (stacking).
In addition, each turn, you will restore 3.5 Equilibrium while in your own mucus, and other friendly creatures in your mucus will restore 1 Equilibrium both for you and for themselves.
The Poison damage and Equilibrium regeneration increase with your Mindpower, and laying down more mucus in the same spot will intensify its effects and refresh its duration.

Mucus

2/5

Effective talent level: 6.5Use mode: ActivatedEquilibrium cost: 10Range: 7Cooldown: 10Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: Calling upon nature, you cause the ground to erupt in an radius 3 acidic explosion, dealing 108.9 acid damage to all creatures and creating mucus in the area.
Any Mucus Oozes you have active will, if in line of sight, instantly spit slime (at reduced power) at one of the targets hit by the splash.
The damage increases with your Mindpower.

Acid Splash

5/5

Effective talent level: 1.3Use mode: PassiveIs: a nature gift and a mind powerDescription: Your mucus is brought to near sentience.
Each turn, there is a 25% chance that a random spot of your mucus will spawn a Mucus Ooze.
Mucus Oozes last 6 turns and will attack any of your foes by spitting slime at them.
You may have up to 2 Mucus Oozes active at any time (based on your Cunning).
Any time you deal a mental critical, the remaining time on all of your Mucus Oozes will increase by 2.
The spawn chance increases with your Mindpower.

Living Mucus

1/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 10Range: 10Cooldown: 7Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: You temporarily merge with your mucus, cleansing yourself of 2 physical or magical detrimental effects.
You can then reemerge on any tile within sight and range that is also covered by mucus.
This is quick, performed in only 100% of the normal time, but you must be in contact with your mucus.

Oozewalk

0/5

Generic Talents

Cunning / Survival

1.00

Effective talent level: 2.0Use mode: PassiveDescription: You notice the small things others do not notice, allowing you to "see" creatures in a 6 radius even outside of light radius.
This is not telepathy, however, and it is still limited to line of sight.
Also, your attention to detail increases stealth detection and invisibility detection by 40, and you gain the ability to detect traps (+33 detect 'power').
The detection abilities improve with Cunning.

Heightened Senses

2/5

Effective talent level: 0.0Use mode: PassiveDescription: Your cunning manipulations allow you to use charms (wands, totems and torques) more efficiently, reducing their cooldowns and the power cost of all usable items by -1%.
In addition your knowledge of devices allows you to disarm known traps (0 disarm 'power', improves with Cunning).

Device Mastery

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: Sense foes around you in a radius of 5 for 1 turns.
The radius will increase with your Cunning.

Track

0/5

Effective talent level: 0.0Use mode: PassiveDescription: You have an enhanced sense of self preservation, and your keen intuition allows you to sense dangers others miss.
Your ability to detect traps is enhanced (+0 detect 'power').
Attacks against you have a 0.0% reduced chance to be critical hits, and damage bonuses attackers gain against you for being unseen are reduced by 6%.
You also gain an additional chance (at your normal save -20, effective) to resist detrimental status effects that can be resisted.
The detection and additional save chance improve with Cunning.

Danger Sense

0/5

Wild-gift / Mindstar mastery

1.30

Effective talent level: 3.9Use mode: SustainedSustain equilibrium cost: 18Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: Channel your mental power through your wielded mindstars, generating psionic blades.
Mindstar psiblades have their damage modifiers (how much damage they gain from stats) multiplied by 1.72, their armour penetration by 1.66 and mindpower, willpower and cunning by 1.72.
Also passively increases weapon damage by 59% and physical power by 30 when using mindstars.

Psiblades

3/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 7Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature gift and a mind powerDescription: You touch the target with your psiblade, bringing the forces of nature to bear on your foe.
Thorny vines will grab the target, slowing it by 17% and dealing 0.94 nature damage each turn for 10 turns.
Damage will increase with your Mindpower and Mindstar power (requires two mindstars, multiplier 1).

Thorn Grab

0/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 20Range: melee/personalCooldown: 25Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: Smash your psiblades into the ground, creating a tide of crystallized leaves circling you in a radius of 3 for 7 turns.
All foes hit by the leaves will start bleeding for 7.07 per turn (cumulative).
All allies hit will be covered in leaves, granting them 11% chance to completely avoid any damaging attack.
Damage and avoidance will increase with your Mindpower and Mindstar power (requires two mindstars, multiplier 1.00).

Leaves Tide

0/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 5Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: You hit a foe with your mainhand psiblade doing 250% weapon damage, channeling all the damage done through your offhand psiblade with which you touch a friendly creature to heal it.
The maximum heal possible is 66. Equilibrium of the healed target will also decrease by 10% of the heal power.
Max heal will increase with your Mindpower and Mindstar power (requires two mindstars, multiplier 1).

Effective talent level: 0.0Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 0, Armour hardiness by 0%, and reduces the chance melee or ranged attacks critically hit you by 0% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.

Heavy Armour Training

0/5

Effective talent level: 0.0Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 4 Defense, 0% Armour hardiness, and 0% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 2 for 2 turns.
The Defense bonus scales with your Dexterity.

Effective talent level: 0.0Use mode: PassiveDescription: Increases weapon damage by 0% and physical power by 30 when using swords, axes or maces.

Weapons Mastery

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Increases weapon damage by 0% and physical power by 30 when using daggers.

Dagger Mastery

0/5

Wild-gift / Call of the wild

1.30

Effective talent level: 5.2Use mode: SustainedRemoves equilibrium: 13.3Range: 10Cooldown: 20Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature gift and a mind powerDescription: Meditate on your link with Nature.
While meditating, your equilibrium decreases by 13.29 per turn, your Mental Save is increased by 39, and your healing factor increases by 31%.
Your deep meditation does not let you deal damage correctly, reducing the damage you and your summons deal by 50%.
Also, any time you are resting (even with Meditation not sustained) you enter a simple meditative state that decreases your equilibrium by 2.59 per turn.
The activated effects increase with your Mindpower.

Meditation

4/5

Effective talent level: 1.3Use mode: ActivatedEquilibrium cost: 10Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: Touch a target (or yourself) to infuse it with Nature, healing it for 235 (this heal does not work on undead).
The amount healed will increase with your Mindpower.

Nature's Touch

1/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 3Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: Using your connection to Nature, you can see your surrounding area in a radius of 4.
Also, while meditating, you are able to detect the presence of creatures around you in a radius of 2.

Effective talent level: 4.2Use mode: PassiveIs: a nature gift, an antimagic ability and a mind powerDescription: You stand in the way of magical damage. That which does not kill you will make you stronger.
When you are hit by hostile non-physical, non-mind damage you gain 24% resistance to that element for 7 turns.
At talent level 3, the bonus resistance may apply to 3 elements, refreshing the duration with each element added.
Additionally, each time you take non-physical, non-mind damage, your equilibrium will decrease and stamina increase by 1.00.
The effects will increase with the greater of your Mindpower or Physical power and the bonus resistance can be a mental crit.

Resolve

3/5

Effective talent level: 2.8Use mode: ActivatedEquilibrium cost: 20Range: 6Cooldown: 12Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift, an antimagic ability and a mind powerDescription: Let out a burst of sound that silences for 3 turns all those affected in a radius of 3.
Each turn for 6 turns the effected area will cause 55.05 manaburn damage to all creatures inside.
For each creature silenced your equilibrium is reduced by 13 (up to 5 times).
The damage and apply power will increase with the greater of your Mindpower or Physical power.

Learning this talent will let your Nature damage and penetration bonuses apply to all Manaburn damage regardless of source.

Antimagic Zone

2/5

Effective talent level: 7.0Use mode: SustainedSustain equilibrium cost: 30Range: melee/personalCooldown: 6Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift, an antimagic ability and a mind powerDescription: Surround yourself with a shield that will absorb at most 73 non-physical, non-mind element damage per attack.
Each time damage is absorbed by the shield, your equilibrium increases by 1 for every 30 points of damage and a standard Equilibrium check is made. If the check fails, the shield will crumble and Antimagic Shield will go on cooldown.
The damage the shield can absorb will increase with your Mindpower or Physical power (whichever is greater).

Antimagic Shield

5/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium gain: 15Range: 10Cooldown: 15Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift, an antimagic ability and a mind powerDescription: Drain 31 mana, 16 vim, 8 positive and negative energies from your target, triggering a chain reaction that explodes in a burst of arcane damage.
The damage done is equal to 100% of the mana drained, 200% of the vim drained, or 400% of the positive or negative energy drained, whichever is higher. This effect is called a manaburn.
The effect will increase with your Mindpower or Physical power (whichever is greater).

Mana Clash

0/5

Effects

detrimental effect

The more you use infusions, the longer they will take to recharge (+1 cooldowns).

Quests

Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.
You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant.

And now for a grave

active

You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest.
As a reward you improved Willpower by +5.

Escort: lone alchemist (level 4 of Old Forest)

done

You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair.
As a reward you improved Constitution by +5.

Escort: lost warrior (level 3 of Norgos Lair)

done

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.* You have explored the Old Forest and vanquished Shardskin.* You have explored the Maze and vanquished the Minotaur.* You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained!* You must explore the Daikara and find out what lurks there and what treasures are to be gained!

Into the darkness

active

Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!

* You have explored the Trollmire and vanquished Prox the Troll.* You have explored the ruins of Kor'Pul and vanquished the Shade.

Of trolls and damp caves

done

You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.
With one of the notes there was a small gem that looks like a key.* You used the key inside the ruins of Nur and found a way into the fortress of old.* The Weirdling Beast is dead, freeing the way into the fortress itself.* You have activated what seems to be a ... butler? with your rod of recall.* You have bound the transmogrification chest to the Fortress power system.* You have upgraded your rod of recall to transport you to the fortress.

The fortress's current energy level is: 10.

Sher'Tul Fortress

active

As you approached Derth you saw a huge dark cloud over the small town.
When you entered you were greeted by an army of air elementals slaughtering the population.

Storming the city

active

Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.
Stire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed naga tongue.
Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed minotaur nose. * You've found the needed hummerhorn wing.
Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed vial of squid ink. * You've found the needed xorn fragment.
Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed skeleton mage skull. * You've found the needed bear paw.

The Brotherhood of Alchemists

active

You have been invited to join a group called the Ziguranth, dedicated to opposing magic.

The Curse of Magic

done

You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena

The agent of the arena

done

You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.
4 lumberjacks have died.

These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch.

Flamewrought (0 def, 2 armour)

Tool

Eye of the Dreaming One
Infused by psionic forces2.00 Encumbrance.

[Unique]
Type: tool / misc ; tier 1

When wielded/worn:
Changes stats: +5 Wil
Mental save: +10 (+3 eff.)
Mindpower: +5 (+2 eff.)
The wearer is asleep.Lucid Dreamer: This item allows the wearer to act while sleeping.It can be used to activate talent Sleep (costing 20 power out of 25/25) :Effective talent level: 3.0Power cost: 20 out of 25/25.Range: 7Travel Speed: instantaneousIs: a mind powerDescription: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn.
When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect.
At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn.
The damage threshold will scale with your Mindpower.

This ethereal eye stares eternally, as if seeing things that do not truly exist.

When wielded/worn:
Changes stats: +5 Wil
Damage affinity(heal): +15% nature
Life regen: +2.00
Mindpower: +5 (+2 eff.)Enhances the effectiveness of Meditation by 20%It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) :Effective talent level: 2.6Power cost: 35 out of 35/35.Range: melee/personalTravel Speed: instantaneousIs: a nature gift and a mind powerDescription: Touch a target (or yourself) to infuse it with Nature, healing it for 311 (this heal does not work on undead).
The amount healed will increase with your Mindpower.

This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature.

Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.

This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments.

Unerring Scalpel (15-19.5 power, 25 apr)

This item will automatically be transmogrified when you leave the level.elven-wood vilestaff of protection (25-30 power, 5 apr, fire element)
Requires:- Magic 35

Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death.

Bindings of Eternal Night (12 def, 12 armour)

This item will automatically be transmogrified when you leave the level.mummy wrappings (5 def, 2 armour)6.00 Encumbrance.

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Rod of Recall (1/1)

Transmogrification Chest
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: chest / sher'tul

When carried:It can be used to transmogrify all the items in your chest at once (also done automatically when you change level)

Activation costs 0 power out of 1000/1000.

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.

Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn)
When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you.

Achievements

A different point of view (Roguelike)Learned the five chapters of Orc history through loremaster Hadak's tales.
By Soozie the Cornac Oozemancer level 1825th Haze 122nd year of Ascendancy at 02:17see stats

Antimagic! (Roguelike)Completed antimagic training in the Ziguranth camp.
By Soozie the Cornac Oozemancer level 1937th Haze 122nd year of Ascendancy at 17:19see stats

Home sweet home (Roguelike)Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
By Soozie the Cornac Oozemancer level 1825th Haze 122nd year of Ascendancy at 01:44see stats

Level 10 (Roguelike)Got a character to level 10.
By Soozie the Cornac Oozemancer level 106th Mirth 122nd year of Ascendancy at 06:22see stats

Tales of the Spellblaze (Roguelike)Learned the eight chapters of the Spellblaze Chronicles.
By Soozie the Cornac Oozemancer level 1825th Haze 122nd year of Ascendancy at 02:17see stats

The Arena (Roguelike)Unlocked Arena mode.
By Soozie the Cornac Oozemancer level 778th Pyre 122nd year of Ascendancy at 13:05see stats

The Legend of Garkul (Roguelike)Learned the five chapters of the Legend of Garkul.
By Soozie the Cornac Oozemancer level 1825th Haze 122nd year of Ascendancy at 02:17see stats